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    Topics created by Stough

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      Gaza v Stough

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      • • • Stough
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      @gazza Totally cool with the redux with scramble.

      My OOL would have been different, but lets keep what you did.

      What would you like for me to do with the other battles? Would you like me to run those again?

      If so, it might be better if you run them, that way we can guarantee there will be no interruption with the dicey server. And you’ll have first hand knowledge of the outcomes.

      Or I can keep the results of the first battles- which is what I try to do every time this happens. Which is why I took hit off the AC. In the first battle, there was no hit on the AC.

      All that said, it is far more important to me, that you feel ok with whatever process we choose. I have been choosing what I have used in the past when my connection to dicey is broken mid turn. You may have a different method you feel more comfortable with.

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      Gaza v Stough

      Play Boardgames
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      S

      Here we go.

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      Mainah v Stough 6.0

      Play Boardgames
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      TripleA Turn Summary: Italians round 4

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0

      Game History

      Round: 4 Purchase Units - Italians Italians buy 1 artillery, 4 infantry and 1 mech_infantry; Remaining resources: 0 PUs; Combat Move - Italians Non Combat Move - Italians 1 mech_infantry moved from Romania to Bessarabia 1 mech_infantry moved from Baltic States to Archangel 1 armour moved from Baltic States to Archangel 1 armour moved from Romania to Northern Italy 1 artillery moved from Northern Italy to France 1 infantry moved from Northern Italy to France 1 infantry moved from Northern Italy to France 1 mech_infantry moved from Romania to Northern Italy 1 mech_infantry moved from Bessarabia to Romania 1 armour moved from Eastern Poland to Romania Place Units - Italians 2 infantry placed in Southern Italy 1 artillery and 1 mech_infantry placed in Northern Italy 1 infantry placed in Southern Italy 1 infantry placed in Northern Italy Turn Complete - Italians Italians collect 14 PUs; end with 14 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 19 PUs

      Combat Hit Differential Summary :

      Savegame

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      Jonny5Style v Stough

      Play Boardgames
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      @stough hello! Sorry I’ve been gone for so long. Computer issues and I finally got a new computer so I’m back! Do you want to finish this game or create a new one?

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      Stough v. Mainah 5.0.2

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      Delete this please.

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      Nate vs. Todd 2.0

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      TripleA Turn Summary: Russians round 10

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0

      Game History

      Round: 10 Purchase Units - Russians Russians buy 1 armour, 2 infantry and 1 mech_infantry; Remaining resources: 0 PUs; Combat Move - Russians 1 artillery and 1 infantry moved from Russia to Vologda 1 infantry moved from Russia to Vologda 1 artillery and 2 infantry moved from Russia to Tambov 1 fighter and 1 tactical_bomber moved from Russia to Tambov 2 infantry moved from Russia to Smolensk 1 fighter moved from Russia to Smolensk 1 infantry moved from Russia to Vologda Combat - Russians Battle in Tambov Russians attack with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber Germans defend with 1 armour and 2 artilleries Russians roll dice for 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber in Tambov, round 2 : 1/5 hits, 2.00 expected hits Germans roll dice for 1 armour and 2 artilleries in Tambov, round 2 : 1/3 hits, 1.17 expected hits 1 infantry owned by the Russians and 1 artillery owned by the Germans lost in Tambov Russians roll dice for 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber in Tambov, round 3 : 3/4 hits, 1.83 expected hits Germans roll dice for 1 armour and 1 artillery in Tambov, round 3 : 2/2 hits, 0.83 expected hits 1 infantry owned by the Russians, 1 artillery owned by the Germans, 1 artillery owned by the Russians and 1 armour owned by the Germans lost in Tambov Russians win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 4 Casualties for Russians: 1 artillery and 2 infantry Casualties for Germans: 1 armour and 2 artilleries Battle in Smolensk Russians attack with 1 fighter and 2 infantry Germans defend with 1 infantry Russians roll dice for 1 fighter and 2 infantry in Smolensk, round 2 : 0/3 hits, 0.83 expected hits Germans roll dice for 1 infantry in Smolensk, round 2 : 0/1 hits, 0.33 expected hits Russians roll dice for 1 fighter and 2 infantry in Smolensk, round 3 : 0/3 hits, 0.83 expected hits Germans roll dice for 1 infantry in Smolensk, round 3 : 0/1 hits, 0.33 expected hits Russians roll dice for 1 fighter and 2 infantry in Smolensk, round 4 : 1/3 hits, 0.83 expected hits Germans roll dice for 1 infantry in Smolensk, round 4 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in Smolensk Russians win, taking Smolensk from Germans with 1 fighter and 2 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Battle in Vologda Russians attack with 1 artillery and 3 infantry Germans defend with 1 infantry and 1 mech_infantry Russians roll dice for 1 artillery and 3 infantry in Vologda, round 2 : 2/4 hits, 1.00 expected hits Germans roll dice for 1 infantry and 1 mech_infantry in Vologda, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Russians, 1 infantry owned by the Germans and 1 mech_infantry owned by the Germans lost in Vologda Russians win, taking Vologda from Germans with 1 artillery and 2 infantry remaining. Battle score for attacker is 4 Casualties for Russians: 1 infantry Casualties for Germans: 1 infantry and 1 mech_infantry Non Combat Move - Russians 1 fighter and 1 tactical_bomber moved from Tambov to Russia 1 fighter moved from Smolensk to Russia 9 infantry moved from Kazakhstan to Samara 7 artilleries and 14 infantry moved from Samara to Russia 2 infantry moved from Tsinghai to Kazakhstan Place Units - Russians 1 armour, 2 infantry and 1 mech_infantry placed in Russia Turn Complete - Russians Russians collect 17 PUs; end with 17 PUs

      Combat Hit Differential Summary :

      Germans regular : 0.33 Russians regular : -0.33

      Savegame

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      Mainah V Stough 5.0

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      I’m going into the Hospital for Hernia surgery. Not sure how long I’ll be there (could be 10 days) and not sure if they will have wifi.

      I’ll start up a new game for us when able and ready. Thanks for your patience.

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      Mainah V Stough OOB IV.2

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      @Jonny5tyle

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      Mainah v Stough OOB IV

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      @Stough - yep, got the test roll.

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      Where is the forgot password thing?

      TripleA Support
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      PantherP

      @Stough For posting turns to the forum you need to enter your forum username and forum password.

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      Play by forum set up?

      TripleA Support
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      PantherP

      @Stough The stickied threads in this category offer that information, for example
      https://www.axisandallies.org/forums/topic/32464/triplea-new-stable-release-working-with-the-forum

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      Rookie League

      Find Online Players
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      Totally helps. Another new player and I are playing a series of games ot get better up to snuff. We’d been using OOB, I imagine I will bump up ot Balance Mod.

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      New player looking for another brand new player to play.

      Find Online Players
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      @Jonny5tyle I would love to. May I suggest you play the Axis (as they are easier for first play- apparently experienced players give up huge bids to the Allies; so playing the Axis should be more fun and fair for you).

      If you need any help setting up the game, just let me know. The links and instructions are pretty good. It may take a few tries, but it’s very doable for this old man.

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      Game won't open on Mac

      TripleA Support
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      @Panther
      Do you have days off?
      Seems like all questions are answered quite promptly!

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      Game appointment

      Find Online Players
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      PantherP

      @Stough @mainah @Aaron_the_Warmonger
      Guys, I have moved your game appointment to the “Find Online Players” category, as this was off-topic in the previous thread.
      Enjoy your game :slightly_smiling_face:

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      Australia first? Kind of?

      Axis & Allies Global 1940
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      That is really great advice and observations.

      My first game was just a disaster in operating Triple A and how little I knew how the rules actually impacted the game.

      My second game, I’m much better on those, still some holes, but now it’s like getting to the top of a hill and seeing that I’m actually just on the first foothill with the Himalayas before me. The whole scrambling thing still makes my head explode. And the wastefulness of my purchases has been amazingly flagrant. The Allies are fricken complicated.

      This game is pretty awesome, because learning all of that stuff makes it fun and will keep me coming back to it.

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      Early assessment of 1940 Global board Game- The Map

      Axis & Allies Global 1940
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      I would really like to here the communities take on this subject. Praises and criticisms. I realize I’m late to the ball, but here I am and I’ excited about getting into this game.
      Here is my take.

      This board and map are great.

      I love the hugeness of it; this thing is just massive.

      The geography and how that effects play was very well thought out. Africa is squashed down abut as much as possible and there is more room available in Europe as one could have reasonably made without completely distorting the world map. The point being , the map still looks like the world while still being able to provide effective space for game play- that is a tough balance to achieve.

      The idea of making the Himalayas and Sahara impassible was inspired. Of course they are impassible to large armies. If the Axis want to do damage to the British Empire in Sub Saharan Africa, they need to either turn the corner at Alexandria or win the Atlantic or Indian Oceans.

      The neutral spaces are very well done. More on that when I review the Neutral Countries.

      But the main thing the map gets right is what it’s supposed to get right, it provides the right geometry to promote good game play. Their are major regions and regions within those regions and each set has its own keys to being manipulated for offense and defense. That makes for interesting game play.

      Even better, I haven’t found any rinky dink ways of manipulating the geography in ways that don’t feel true to the intent of the game/WW2. The space in the Pacific is an obstacle. The Space of Russia is an obstacle. As they both should be. The benefit from gaining Scandinavia is big, but its not a game changer. The Far East or the Black Sea can’t be used as some unanticipated flanking move. One doesn’t want to be tied down to replaying WW2 as accurately as possible, but one doesn’t want to completely break with reality either.

      Every game I play I learn new things about this board. I’ve played 4 intensive games with myself and am still feel like I am a long long ways from mastering the geography of this board. That is a good thing.

      Certainly there are things I could quibble about.
      The names for the Chinese Provinces could be better. In that , as someone who lives in China, I would prefer the proper current Pinyin names for them, A westerner defiantly made this game. But I understand they are trying to keep with the Pre 1949 feel for the region and using the terms the west used back then; so ok.

      Having Kazakistan so far south is a bit weird.

      There are times where I wish certain spaces were larger; I’m looking at you Bessarabia and SZ110. But most of my spatial problems stem from my style of game play which is still rooted in monolithic stacks of enormous proportions which worked well in the Axis and Allies of old.

      Which brings me to my biggest opinion about this board. This board is infinitely superior to the previous incarnations of Axis and Allies.

      This is a very good and interesting game and it starts with the map.

      What are your thoughts?

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      Russia/Japan/China/ Friendly Neutrals

      Axis & Allies Global 1940
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      Thanks man.

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      2nd Individual Play Test- it's still so much.

      Axis & Allies Global 1940
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      I am in your same situation, getting back to the game after a while.

      One thing I notice about Italy (which seems to be the country that you are having most trouble with) is that if they are not dealt with early in the game, they can be a huge help to the Axis powers.

      I see a lot of discussions about doing or not doing the Taranto raid. For me it is a must. Otherwise the Italians can get a very comfortable position in the Mediterranean and be a headache for the rest of the game. It happened in the last two games I played.

      Specially if the get their hands in Gibraltar and Cairo. Then they effectively block the Allies from getting in the mediterranean and get a lot of IPCs from their national objectives.

      What I could not find yet was a solution if I am the Italian player and I get “tarantoed”. It basically keeps me off for the rest of the game.

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      Are there any players on these boards from back around 2004-05?

      Axis & Allies Discussion & Older Games
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      Thanks a lot guys; 16 years is a long time ago. All of your comments clarified things better for me.
      I think the online game I was playing was the revised addition.
      God knows what the website was, I’d have to track it down; if that’s possible.

      I remember being daunted by this website because it seemed at that time complicated to get a game set up and running; the other one seemed more user friendly at the time.

      The test of pirate map we were using in later games seems like it was the Europe 1942 edition. I didn’t get too much time playing with it before I moved and lost interest. I did liked it better than the original and the revised editions.

      Back to the present day- This 1940 Global game is pretty bad ass. I’m doing my second play test with it. I love how massive the map is. But I am so slow with getting thee armies into position, like molasses slow. Build and push - I think I’m still tied to the old days of enormous infantry stacks.

      I’ve been playing the Allies pretty conservatively, to see what the Axis can do. I’m not investing a lot in planes or bombers, just the ole traditional ant trails.

      Spacially/strategically speaking, My initial observations are these.
      The game designers did a fantastic job. The geography has many built in quandaries that make tactics as important as strategy.

      The US is still a three point move to get to Europe. (US-Morocco/Gib- Europe).That geography hasn’t changed.

      I’m still scratching my head in how they deal with the Pacific. I’ve been trying a support ANZAC and use Aus as a possible counter thrust to money islands strategy, but it doesn’t look too good. We’ll see.

      I really like that the focus of the Pacific is the ‘money islands’. In real life, the Japanese really fouled up by not having good logistics or protecting that resource and it cost them big. Anyhow, it gives the game a southern thrust that I really like.

      I also like that the Japanese can’t really go through Siberia to atrit Russia. They can a little, but it’s not a game changer.
      Also, those 20 Japanese planes are devastating.

      Germany, the UK , Italy and UKA are all still major mysteries to me.

      How does one get Italy into the game?
      Is it insane ot have 5 German planes in southern Italy to stop Taranto?

      The UK takes so long to convert from survival to offense. This game I built a IC in Cairo round one (even with a threat from Sea Lion) and built a IC in Persia (that’s legal right?) in round 3, but I’m flailing with these guys. Things aren’t looking too hot in India, although the Italians have almost been chased out of North Africa.

      With Italy, I’m complete lost so far. They lasted in Africa a little longer this game, but I’m starting to think that Alexandria may be a key to winning this game for Axis Europe.

      With Germany, I promised myself my first three play tests that I would try the Sea Lion- 1AC, 2 Transport buy. It’s an obvious bluff, but a bluff that has to be taken seriously enough to retard UK’s ability to focus on Africa/India. It’s also nice in helping with Norway and Russias bonus money and shuttling troops. I’m anxious to see what German life is like without it, but I’ll do one more game with it before I move on.

      Having the Soviets cool their jets for 4 turns could be a nice advantage for the Germans. But as with the rest of the Countries in this game, so far, I’m still pretty lost as to how to develop a sound series of strategies.

      The Soviets… the darn Russians, no clue on how to play these guys, although I’m starting to see better how they can use their geography to stall.

      I really want to blast Japan with those 16 guys in the Far East, but that just seems an invitation to disaster against the Germans. I really like the Mongolian rules. By the time the Japanese chew through China, those 16 guys are waiting for them on the other side if needed. So for now… I’m letting them do the slow slog back to the motherland.

      Anyhow, I really like that there is this forum. I’m also enjoying testing this game out by myself before I start the hard and steep learning curve with you guys in matched play.

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